Gym Leader Athenodoros vs Yarnus of Bethany

To clarify: I had stated I would never ref another water gym battle. They always devolve into arguments about unexplored areas of the rules up for interpretation, and often batshit crazy amounts of luck. I figured that since this is singles, my luck as a ref might be better I earnestly hope so, anyway.

Following the directions to the water gym, you reach a small lake surrounded on all sides by grassy hills, darkened into grey-scale by the cloudy skies. As the path finishes, you walk down a small pontoon over the lake, and look over the side to see that it is completely still, reflecting like a mirror the brewing storm above. The only interruptions to the lake are small sheets of ice which spread out like a spider's web, clearly emanating from a hut on the other side which seems to be partially underwater. ​

You stand still for a moment, watching thunder strike in the distance and feeling the occasional gust of wind begin to pick up. As the ripples clear, you notice the reflection of a man riding a Pokemon out from the old hut across the lake, and looking up you see a grey-haired man dressed all in blue standing proudly atop a Lapras, looking down at you as the Lapras moves silently out.​

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Welcome, says the trainer. I am Athenodoros, leader of the Water Gym. He rides out further until he can step out onto one of the ice sheets, and motion Lapras to move in front of him as he continues. In this gym we pay homage to the diversity and power of water and Water-type Pokemon. We battle on the lake, using only what you might expect to find in the harsh conditions when water is the only plentiful resource. But don't worry. The ice sheets serve as viable platforms and can support a weight or carry a pulse if need be. We battle three Pokemon against three. So begin! Let us see who will release first!​

Conditions:
Pokemon battle on ice sheets. This means that there are no sources of grass, but adequate rock sources exist beneath the lake and clearly water sources are not a problem. It also means that Pokemon with a density (WC/SC) of more than 1 will fall through the ice after a round standing on it, losing HP all the time they are in, which is equal to their weight class. Exceptions to this are Pokemon which can breathe underwater (Dragonite line and Water-types), are Ice-typed, are Flying-typed or levitate through trait, ability or Magnet Rise, or have the abilities to give a water or ice immunity or resistance. This effect is doubled if a seismic move weakens the ice during the round.
The overcast sky cuts the affects of Solarbeam, Synthesis, Moonlight and Morning Sun like Rain, as well as cutting the duration of non-Heat Rock sun to two rounds.​

Quiet -Adds * to Special Attack. A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.
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Types:

Water: Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).Ice: Immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon.
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Abilities:

Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.Shell Armour: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.Hydration: (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
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Water: Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).Electric: 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
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Abilities:

Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.Shell Armour: Innate This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
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Water: Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).Psychic: Less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
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Abilities:

Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.Regenerator: Innate When this Pokemon is switched out during a switch batttle, it reacts to the energy in the Pokeball and ten (10) HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
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Water: Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).Ice: Immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon.
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Abilities:

Shell Armour: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.Skill Link: (Innate) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).Overcoat: Innate This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
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Water: Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).Psychic: Less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
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Abilities:

Illuminate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.Analytic: Can be Enabled If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
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Brave - A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy on an opponent's attacks. Adds * to Attack.
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Types:

Water: Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).Ground: Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
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Abilities:

Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2).Damp: (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
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Sap Sipper: Type: Innate This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Serene Grace: (locked)Type: Innate This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Type: Normal
Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Immunity: Type: Innate This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage; however, it will continue to grow more severe.

Thick Fat: Type: Innate This Pokemon has a great deal of extra fat or muscle that increases
its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire-and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

PorygonZ [Zap!] (Genderless)Nature: Modest (+1 SpA, -Atk)Types: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.Abilities :
Adaptability: Type: Innate The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Download: Type: Innate At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage boost on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher Defense, and attack when facing Hypno, which has higher Special Defense. For ties, Special Attack is raised.) This boost is maintained at the end of each round.
Analytic: Type: Innate If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Two very high HP Pokemon enter the arena, willing to pound each other into the dust. Krillowatt hangs back, ready to reflect anything the Snorlax can do and more. This makes the hulking beast wary, and it opts to inhale before roaring, with the force of the winds slowly pushing Krillowatt closer and closer to the limits of the arena.

Snorlax then tries to find a source of plants to toss at Krillowatt, but can't seem to find any in this icy arena! Krillowatt is waiting for something to reflect, but can't as no attack is successfully used by the challenger.

Finally getting something together, Snorlax causes the ice to shatter around him in a massive wave of seismic activity that pushes him into the water, and deals quite a bit of damage to Krill. Of course, right before getting pushed out of bounds, Krill smiles.

And then a real Earthquake begins.

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Both trainers end up switching their Pokemon- volutarily or not- and the match changes to Slowking vs Porygon-Z. Yarnus orders his Pokemon to swap his... "item" for Slowking's but the thievery is blocked by a quick telekinetic shield that blocks any such encroachment. Porygon-Z then blasts out a burst of energy that strikes Slowking, but is quickly mitigated by a bite into a berry. Slowking then starts making waves of icy water sweep across the arena, devestating Porygon as it tries to blast out a pulse of dark energy, that fails to do much but destroy the Slowking's berry. Then the ice breaks, and both Pokemon fall in.

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Krillowatt proceeds to risk quite a bit by blasting out a flurry of inaccurate but powerful attacks, such as tremendous pulses of water and a freezing storm. Porygon-Z plays with more trickery, and siphons energy from Krillowatt into its own body, significantly evening the matchup. However, between the attacks and freezing water, it's hard for the digital Pokemon to maintain the status quo. It then steals an Enigma Berry, and shoots out a beam of light that deals considerable damage for a neutral attack.

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Krilowatt slips under the ice quickly as Porygon-Z tries to funnel its energy, but can't find the rapidly moving shellfish under the frozen water. Of course, the shellfish can find it, and manages to strike right between the duck's floating component's for a temporary disruption of data, scoring a critical hit! Porygon-Z is angry, and blasts back one of the move's it is known for: an absurdly powerful flash of light... which backfires. Krillowatt glows equally brightly, and then shoots back an even more powerful lazer that sends Porygon-Z flying to the far end of the dome, where it smacks against it loudly before dissolving into data.

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